// Sprite vertex + fragment shader.
struct Uniforms {
projection: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var t_sprite: texture_2d<f32>;
@group(1) @binding(1)
var s_sprite: sampler;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) color: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) color: vec4<f32>,
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
out.clip_position = uniforms.projection * vec4<f32>(in.position, 0.0, 1.0);
out.tex_coords = in.tex_coords;
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let tex_color = textureSample(t_sprite, s_sprite, in.tex_coords);
return tex_color * in.color;
}